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Rolled 8. Stockpile grows to 10.

Dark Archive

3d6 ⇒ (3, 5, 5) = 13

42... command sect (undead snake and scorpion men) to infiltrate spider people 3pt

corrupt spider people 3pt

advance civilisation 3 times each spider people and kobolds for 30pts, in necromancy

6pts left

The Exchange

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ulgulanoth wrote:

3d6

42... command sect (undead snake and scorpion men) to infiltrate spider people 3pt

corrupt spider people 3pt

advance civilisation 3 times each spider people and kobolds for 30pts, in necromancy

6pts left

This is for that whole cataclysm thing isn't it...

roll 3d6=10 (stockpile 11)

Advance Spiderpeople Civilization (+3) 5pt
Advance Conjuration Magic (+3) 5pt

Dark Archive

maybe...

Dark Archive

another day another roll

3d6 ⇒ (2, 1, 2) = 5

11pts, into the pile


Rolled 13. Stockpile 23.

Dark Archive

3d6 ⇒ (6, 4, 5) = 15

26 pts...


Rolled another 13 for a total of 36.

The Exchange

roll 3d6=8 (Stockpile 9)

Advance Spider Civilization (+4) 5pt
Stockpile 4

Dark Archive

3d6 ⇒ (5, 4, 3) = 12

38pt for the stockpile


Rolled 11. Stockpile 47.

Dark Archive

on a side note, which squares are habitated by something?


After the fall? Triangle 17 is inhabited, with two or three levels deep below it being inhabited too. I am not sure about the others.

Dark Archive

another day another roll

3d6 ⇒ (3, 2, 5) = 10

48pts, i'll spend them tomorrow


Another 11 for a total of 58.

Dark Archive

3d6 ⇒ (4, 3, 6) = 13

61

so lets create 10 races, one on each triangle from 1 to 10
1.skeletal humanoids
2.sapient land octopi
3.sapient giant fly/beetle things
4.remake snake people
5.remake scorpion people
6.sapient moving trees
7.sapient ooze creatures
8.barely intelligent carinvours bulls
9.alien grays
10.sapient crows

1pt left...


Rolled impressive 6. Total grows to 64.

The Exchange

Roll 3d6=6 (Stockpile 10)

Advance Spider people Civilization (+5) 5pt
Advance Conjuration Magic (+4) 5pt

Spider People: Current Alignment: Chaotic Neutral (Neutral -1 shift); Conjuration magic (+4), Necromancy Magic (+3); Civilization (+5)

So currently they live isolated from one another making infiltration of the Spider People Very difficult. (Individual Webs - Dimension Door communication network - Ruler: First-Mother); Minor Necromancy Magic among a few due to influences by Undead Snake and Scorpion Men.

Dark Archive

3d6 ⇒ (3, 2, 4) = 9

10pts in the stock


Rolled 9. Total grows to 73.

Dark Archive

3d6 ⇒ (2, 1, 5) = 8

18pts! and thats probably me for the week since I'll without internet for a while

The Exchange

Roll 3d6=13

Advance Conjuration Magic (+5) 5pt
Advance Necromancy (+4) 5pt

Spider People: Current Alignment: Chaotic Neutral (Neutral -1 shift); Conjuration magic (+5), Necromancy Magic (+4); Civilization (+5)

remainder 3


Rolled 13. Stockpile is 86 now.

Dark Archive

3d6 ⇒ (4, 6, 1) = 11

29pts on the stock

The Exchange

Roll 3d6 = 5 (8 Total)

Spider People
Advance Conjuration Magic (+6) 5tp

Remainder (+3)


Meager 8 added to the stock for a total of 94.

Dark Archive

3d6 ⇒ (2, 6, 1) = 9

38 on the stock


Yay! 7. Stock passed one hundred and becomes 101.

The Exchange

roll 3d6=6 (tally 9)

Spider People: Advance Conjuration Magic (+7) 5tp

tally (+4)

Dark Archive

3d6 ⇒ (4, 3, 3) = 10

48...

so i'll advance all the new races except the carnivorous bulls in academics by one

3pt left

Dark Archive

3d6 ⇒ (2, 4, 1) = 7

10pts

erm, lets advance the undead society in necromancy twice

0pts left


Rolled 11 points. Stockpile 112...

The Exchange

roll 3d6=6 (tally 10)

Spider People: Advance Conjuration Magic (+9) 10tp

Dark Archive

3d6 ⇒ (2, 1, 5) = 8

8pts


Rolled 7. Total 119.


Is there a map of this world somewhere?


Umbral Reaver wrote:
Is there a map of this world somewhere?

Only in their heads. I would love it if someone with artistic talents would get on this, though. Being dyslexic, I've forgotten and mixed up much of the map in my own head.

Basic shape of the world is a d20.

I've actually been considering joining this game, but a) I'm really, really, really late to the party, b) I've forgotten which age we're in, c) I didn't know if it was still "free to join", and d) it's pretty fun to watch.

EDIT: Okay, website guys, can you fix the OOC tags? Please? Pleeeeaaaase? Adding them for each paragraph is a bit of a pain.


1 person marked this as a favorite.

a) You can be New God On The Block, Er, Triangle.
b) Second Age.
c) I suspect that if you started posting you would be incorporated into the world building/destroying without fuss from anyone.
d) If only we were posting more often...


Rolled 11. Total 130.

Am I collecting points for the next apocalypse or not?

Dark Archive

3d6 ⇒ (2, 5, 6) = 13

21pts!

erm... sure bring the end!

The Exchange

roll 3d6=6
Command Race: Spider People Gate to the Planes 4pt
surplus 2pt

The Exchange

Drejk wrote:

Rolled 11. Total 130.

Am I collecting points for the next apocalypse or not?

Now all I need you do is come up with the type of apocalypse just before you reach 200 pt so I can create a cataclysm Card for it.

I have the following:

  • Asteroid hit
  • Megafauna
  • Supervolcano

    See here

  • Dark Archive

    3d6 ⇒ (4, 6, 3) = 13

    34pts on the stock


    1 person marked this as a favorite.

    Rolled 15! Total 15.

    I create two avatars (14 - seven points each).

    Remaining 1.

    "The lithe creature dressed in a foreign black armor and fur and bearing a strange, curved blade and a mask steps forth from the Shadows into the World. None hear or notice its arrival, for his mask makes him appear as any living creature, despite the fact that he looks more like a First One than aught else. It's twin, a powerful mighty leonal creature comes into existence with and as a mighty roar that shakes the heavens and earth, felt by all living sapient creatures in existence. Immune to corruption, one twin seeks to carefully slice it from society, the other to destroy its very root. Together, they craft the treatise on the history of the world to present to the other gods."

    Game Update Notes:
    The Map (by triangles of number): (all squares have sky-stone and sky-metals on or in them from the First Cataclysm)

    • One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk
    • Two: inhabited by sapient land-octopi
    • Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk
    • Four: mineral-rich mountain ranges, inhabited by the new snake-folk
    • Five: mineral-rich mountain ranges that are atop a mile-high plateu that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk
    • Six: inhabited by the treant-folk
    • Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who live in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk
    • Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls
    • Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays
    • Ten: mineral rich land - inhabited by crow-folk
    • Eleven:
    • Twelve: shallow ocean - inhabited by merfolk
    • Thirteen: shallow ocean
    • Fourteen:
    • Fifteen:
    • Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement)
    • Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive parimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds)
    • Eighteen:
    • Nineteen: shallow ocean
    • Twenty: once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) that now reside in 17

    Civilizations:

    • First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users; nearly deceased at the end of the first age, some now live with the kobolds
    • Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it.
    • Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth.
    • Merfolk: some live with the kobolds
    • Scorpion-folk: advancement x3 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
    • Snake-folk: all magic, especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
    • Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
    • Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds
    • Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds
    • Spider-folk: chaotic neutral, advancement x5 (also slightly corrupted and especially potent in conjuration (x9) and necromancy (x3) from the scorpion-folk); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother
    • Skeletal-folk: humanoids
    • land octopi: academics
    • beetle/fly-folk: academics
    • bulls-folk: carnivorous, barely sentient
    • treat-folk: academics
    • ooze-folk: academics
    • gray-folk: academics
    • crow-folk: academics

    Avatars:
    lucky7: Giant Floating Eye (father of First Ones and Dwarves)
    Drejk: Great Serpentine Rescuer
    ulgulanoth: Herald of Undeath
    Tacticslion: Lion Blade, Guardinal

    Magic (across the whole world):
    conjuration: advancement +4
    necromancy: advancement +5

    (Also, if I have a vote, I vote this age lasts a little longer, yet. Also also, when do I roll for new points? Each day?)

    EDIT: ((Also also also, let me know if I got something wrong. I'll update it.))

    EDIT 2: Also times four, if Drejk doesn't want it, I'll claim Lord of Cataclysm this turn. If he does, he has absolutely no contest from me, as I'm not remotely interested in taking that instead of anyone who wants it.

    Also part five, despite the fact that I can see that it looks like it in retrospect, I'm not actually targeting you ulgulanoth. Aheh. Oops.

    EDIT: I edited this thing a lot.

    Dark Archive

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    i think the consensus is roll 1/day or once everyone has rolled once so you could get more than one roll per day


    ulgulanoth wrote:
    i think the consensus is roll 1/day or once everyone has rolled once so you could get more than one roll per day

    Okay! Awesome, thanks!

    I propose new rules for "players" for clarity.

    1) if you have not rolled on either the last page or the last day (whichever is longer) people need not wait on you to roll. (Exception: if, somehow, only one player has posted on a page and it's been more than a day, they cannot make a roll more than once every twelve hours; if a single player multiple-posts to the point of being the only one on a page, they get only one roll per day (calendar date). Other players are considered "inactive" for voting, rolling, and current play, though they can resume playing at any time.

    2) any player may start at any time

    3) a new player rolls one additional 1d6 per age of the world (for a total of 4d6 in this age) on their first turn instead of 3d6. (As I am a new player, this wouldn't count for me unless you guys say, "go for it", however, it is to encourage additional activity and new players by giving them an "edge" in a world already otherwise established group).

    4) once per age a player may roll one additional 1d6 (this is cumulative (this balances part three to some extent, again, I wouldn't be counted much here, as I wasn't here last era); (this means that you guys would roll 1d6 extra at two different times - one for the first era, and one for the second, but I would only get one)

    Do these sound good? (I am, obviously, presumed to vote for all four.)

    Voting means number 1 needs three votes (for a majority including the inactive players) but, if it passes, the others need only two (making a majority of active players).


    Also, for my purposes...

    Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round).

    We are now finished with the first age, with the fall of the Skystones, in CY 15,500. It took five hundred years for that even to resolve itself, allowing all creatures to being returning and starting the second age in CY 16,000.

    There have been 22 (more or less) "turns" since the great cataclysm (unless there have been more due to days passing, I don't know); the current year is thus CY 18,200.

    Point-Buy Table
    Action-----Cost by Age Age(2nd)--(3rd)
    Shape Land ----------------- 5 ---- 8
    Shape Climate ------------- 4 ---- 6
    Catastrophe --------------- 10 --- 10
    Other Event ---------------- 7 ---- 9
    Create Avatar -------------- 7 ---- 8
    Command Avatar ---------- 1 ---- 1
    Create Race ---------------- 6 ---- 15
    Create Subrace ------------ 4 ---- 10
    Command Race ------------ 4 ---- 3
    Advance Civilization ------ 5 ---- 6
    Purify Civilization ---------- 3 ---- 4
    Corrupt Civilization ------- 3 ---- 3
    Advance City --------------- 4 ---- 5
    Purify City ------------------ 3 ---- 3
    Corrupt City ---------------- 2 ---- 2
    Command City -------------- 4 ---- 2
    Create Sect ----------------- 6 ---- 4
    Command Sect -------------- 3 ---- 2

    How to play
    Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.

    The World Map
    Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.


    Also, since no one else has gone...

    Command Avatar: Guardinal to become the Regulator. Costs 1 point.

    (0 remaining)

    "By divine mandate, the Guardinal takes up his title as the Regulator. Imposing order on the chaos, bringing law and stability to the world at large. Creating focus and clarity where only confusion and misunderstanding came before. He establishes the High Court, bringing forth a conclave of the Greater Gods, and places writ down the methods and ideals by which they should all agree. He orders and records the secret histories of the world (along with his twin brother that none know), and (alone) presents it before the Great Ancients, including his own, for their approval and to establish the underpinnings of fair play and honesty for all. He sets forth the decrees of mercy, compassion, and generosity, already evinced by those called the kobolds and propounds enlightenment and purity of purpose already evinced by those called the Jorogumo (also called Aranea, spider-folk, astral spiders, or phase spiders). And, with the revelation of the Correct Path, there is the revelation of Incorrect - with knowledge of Sin comes knowledge of Guilt. Thus, as the Regulator, he also decrees dire warnings of impending doom should the world not learn of its folly. Should corruption and evil continue to spread, the next great disaster is foretold to come forth. To that end, he conspires with the great Redeemer, the Scaled Czar, to expand his people's kinds, and to empower them. He also conspires with the End of All Things, the Herald of Doom, to place the orders of the world and establish a lasting place of death. He seeks the Father of the First Ones and Dwarves, but finding him is uncertain..."

    To be clear, guys, I've got some suggestions and neat (to me) ideas that you might like. Thus the "conspiring". If you want, I can PM you, but if you'd rather, I can post them here on the boards.

    The Exchange

    roll 3d6=10
    Spiderfolk:

    Advance Divination Magic (+1) 5pt
    Advance Universal Magic (+1) 5tp
    2pt surplus

    Dark Archive

    3d6 ⇒ (4, 1, 3) = 8

    42...

    so lets advance the Skeletal-folk, land octpi, beetle/fly-folk, treat-folk, ooze-folk, gray-folk, crow-folk and ape-folk by 1 each in metal-working for 40pt

    and then lets corrupt the kobold city for 2pt into being obsessed with finding the elixir of life beyond all other goals

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